Date: 9/21/97
Players: Kathy, JC, Davy, Bryan, Kris, Jeff, David
Characters: DM, Rio & Glow, Caland & Beneton,
Erin, Bo, Saunders, Merlor
Rio knocks the priestess down and sets a paw heavily on her
chest until Bo comes over to tie her up. Glow begins her life
detection ability and can just barely discern the thief retreating
down the road at a rapid pace so she calls out to the group so
that they will know where he is. Rio returns to human form and
casts Dispel Magic on Saunders which is successful. Glow continues
to scan for the other invisible bad guy but detects nothing but
the ordinary forest life signs.
When Caland dispels the hold on Erin, the barbarian runs over
to one of the war horses and cuts it loose so he can try to chase
down the fleeing thief. Rio then goes over to Merlor and casts
Cure Serious Wounds. Glow spends one final round trying to locate
any hidden life forms, this time around behind them, and then
she gathers up Halee and returns to the group.
Rio sees that Caland is in pretty bad shape and casts Cure
Light Wounds on him. Then after making sure that Glow and Halee
are ok, he casts Detect Evil. All of them are evil and the druid
announces this to the group. By now Bo is gathering up the enemy
and Merlor and Caland are removing their valuables and weapons.
These guys were downright loaded
Rio heads off to the north and comes to the bend in the trail
where Erins horse is munching contentedly. He sees where the barbarian
followed the fleeing thief off into the forest and calls out for
Erin in a loud voice. The barbarian has gotten very turned around
and comes up from the south.
After a few minutes the priestess tries to get our attention
and Caland, Beneton and Saunders go over to her and ungag her.
She offers their goods and any information in exchange for letting
them go. As the group discusses what to do Glow contacts her grandmother
with the names of the bad guys and says that she will contact
her again in a few hours to find out whether or not they are wanted
in Waterdeep, and if so how badly. The group continues during
the afternoon (force marching the captives) and comes some six
hours later to a good stopping point where camp is made. The temperature
is dropping and it will probably be below frost level during the
night.
After dinner Glow contacts the Great Druid again to find out
about their captives and then she and Rio take the first watch.
The Great Druid says that she could find out nothing about them.
Rio makes sure the prisoners are still secured well and then he
takes his position on watch. The first and second watches are
both uneventful as is the third.
In the morning Rio changes back into bear form hoping for a
bit of the intimidation factor as we again speak with the priestess.
Somehow we come to the agreement that if they will tell us what
we wish to know, and promise not to raise arms against us, that
we will let them go. She tells us that they were hired by an a
man who refused to give his name. Caland, using his ESP, gets
a good picture of the man who was dressed in High Waterdeep fashion
complete with the finery usually associated with the rich. Caland
would be able to recognize him if he saw him. If successful they
were to meet the man again six days hence for dinner at a place
called the Raging Lion.
After we allow the prisoners their freedom Rio follows them
for perhaps 10 to 15 minutes to make sure they don't double back
and then stops to watch them disappear. Then he lopes back to
the rest of the group and takes up a position walking besides
Glow and Halee.
It is almost noon when Merlor wanders off to fill up his water
skins at a nearby creek. When he returns he is a full 16 inches
taller than when he left. After some discussion (and a good self
examination) he realizes this to be true and tells us of a skeleton
leaning against a tree that had a ring hanging around its neck.
Merlor naturally removed it (after all it wasn't doing anything
for the dead guy) and after doing so inadvertantly wished himself
taller so that he could gather some apples growing in a nearby
tree.
We continue traveling through the afternoon and come to an
ideal camp site where we stop for the evening. The first watch
is uneventful. However during the second watch the entire campsite
area is plunged into a magical blackness. Merlor immediatly blows
his crude horn and Caland is successful at casting a Light spell
which re-illuminates the area. There are four large reptilian
creatures swooping down on the group.
MELEE
It soon becomes apparent that these creatures have been sent
for the Traveller as they all head straight for Merlor. He is
badly bitten and falls into a catatonic slumber only to be quickly
wrapped up by the reptilian coils. Two of the four are dispatched
in short order by Bo and Erin but the other two (the ones on Merlor)
have succeeded in removing the Traveler and leap into the air
in an attempt to get away. Fortunatly neither escapes as one his
held by Saunders Snake Charm spell and the other is crisped by
a hastily thrown Lightning Bold from Beneton. Caland checks Merlor
and discovers that the Traveler has indeed been taken and quickly
goes to locate it in the remains of the cooked creature.
During the third watch, just as the dawn is creeping into the
morning sky and the group begins to stir, several small balls
of light descend into the campsite and approach what's left of
the nights capfire. After a bit of initial alarm (which quickly
subsides when no agressive actions are made) those awake watch
with fascination as whatever these things are literally consume
the campfire and then float quietly away.
We set of in the morning and the day passes uneventfully. In
the late afternoon we come upon a medium sized halfling bravely
attmpting to protect his small cart from several creatures that
would most accuratly be described as crow-men. Merlor immediatly
charges into battle while both Caland and Beneton cast Magic Missles.
MELEE
Rio, seeing that this is liable to be over very quickly, tries
to stay out of the battle but is attacked none the less and he
retaliates out of habit more than any concern for his own safety.
After the creatures are driven away Merlor makes sure the old
halfling is ok and strikes up a conversation with him.
His name is Nibbin and is is grateful for the timely assistance.
He is also travelling to Waterdeep, with his cart full of mead,
and jumps at the opportunity to travel the rest of the way in
our company. He offers to game with any who wish.
We travel for perhaps another hour and then find a good spot
to spend the night. The night passes uneventfully and the next
morning we set off again and come to the city gates a bit before
lunchtime. It turns out to be tax month and we are charged 50
GP each to enter the city.
Rio learns that the group has a home called Ghost Walk Manor,
in Sea Ward, which just happens to be on the way to the Sacred
Grove so he and Glow stop in with the rest to familliarize themselves
with the place and the neighborhood.
Estarria is there waiting for us and the Druid bows deeply
to her as we all gather around to tell her of triumphs and battles.
She pays us handsomely for the return of the Traveller (5000 GP
each) and then departs. Rio and Glow leave their share safely
in the groups custody and then head for the Sacred Grove and a
happy reunion with Glows grandmother, the Great Druid.
After several days of relaxing and restoring strength in the
grove Rio and Glow set out to learn what they can of their former
adventuring group. No information can be found on Dre and Raagnar
but Elrin, now well used to life in Waterdeep's upper class, has
retired from activly providing security for his inherited family's
shipping business and has opened up his own magic shop called
"Uncle Elrin's Cupboard of Trifles and Trinkets". We
greet him warmly and the man positivly beams when Glow tells him
an abbreviated version of the previous 10 years beginning with
their trip from Waterdeep and the birth of Arial.
"So your adventuring again. Good for you." Elrin
says after Glow finishers her story. "Sometimes I think of
the good old days and the fun and glory we had... but it's never
enough to get me back out there." He pats his belly which
has grown considerably from the time he was a lean, mean adventuring
machine. "Well... look around. I've got lots of good stuff
and for you it's all 10% off."
Rio finds an excellent set of magical leather armor, which
just happens to be in his price range, and promises to return
the next day with payment. As he and Glow make the short walk
to Ghost Walk Manor the druid takes his wifes hand and smiles.
"It's good to see Elrin is doing well." he says after
a moment. "I just wish we could find out something about
Dre and Raagnar. It just doesn't seem right being here in Waterdeep
without them." Glow nods her agreement and the two continue
hand-in-hand until they reach the group home.
When the others learn of Rio's purchase, and the offer of 10%
off, they are eager to visit Elrin's shop as well and we all set
out the next day so the rest of the group can look around. Elrin
is able to provide an item or two as well as some badly needed
information on where the spellcrafters might be able to purchase
components.
Later that month, we learn that the Traveller did not accept
Merlor as host but has chosen instead a stout halfling named Horatio
Huffstickler who owns the Bottomless Kettle Teahouse and is a
friend of Estarria's.
END OF SESSION